------------------------------------------------------------------------------------------------------------------------------------------------
-- -- tasks base lib
local function language_change_say(theNPC)
    theNPC.CHAT_TABLE = {}
    pcall(function()
        -- theNPC.npc_base_lib:Get_Language() == "ch"
        theNPC.CHAT_TABLE = TUNING.NPC_CHAT_TABLE[ theNPC.npc_base_lib:Get_Language() ] ["npc_event_trick_or_treat_from_wortox"] or {}
    end)
end

-------------------------------------------------------------------------------------------------------------------------------------------------
local function talk_fn(theNPC,_table)
    if _table and _table.talk then
        theNPC:DoTaskInTime(0.3,function()

            -- theNPC.npc_base_lib:Say(_table.talk)     
            if theNPC.____ask_item ~= "reviver" then
                theNPC.____ask_item = "reviver"
            else
                theNPC.____ask_item = "amulet"
            end

            theNPC.npc_base_lib:Show_Chat_Bubble({
                image = theNPC.____ask_item,
                num = 1,
                height = 4.3
            })


        end)
    end
end
local function Time_Out_Leave(inst)
    local theNPC = inst.entity:GetParent()
    local time = theNPC.npc_base_lib:Get_Time_Out()
    if time then
        inst:DoTaskInTime(time,function()
            inst:Remove()
            theNPC:AddDebuff("npc_event_leave","npc_event_leave")
            -- theNPC.npc_base_lib:Say(theNPC.CHAT_TABLE.time_out)
            print("Warning : npc time out and leave")
        end)
    end
end


local function trick_2_player(theplayer)
    ----- 为了防止其他MOD拦截原func，直接使用原func 丢弃背包物品
    local function Inventory_DropEverything(self,ondeath, keepequip)
        if self.inst:HasTag("player") and not GetGhostEnabled() and not GetGameModeProperty("revivable_corpse") then
            -- NOTES(JBK): This is for items like Wanda's watches that normally stick inside the inventory but Wilderness mode will force the player to reroll so drop everything.
            ondeath = false
        end
        if self.activeitem ~= nil and not (ondeath and self.activeitem.components.inventoryitem.keepondeath) then
            self:DropItem(self.activeitem)
            self:SetActiveItem(nil)
        end
    
        for k = 1, self.maxslots do
            local v = self.itemslots[k]
            if v ~= nil and not (ondeath and v.components.inventoryitem.keepondeath) and not v.components.curseditem then
                self:DropItem(v, true, true)
            end
        end
    
        if not keepequip then
            if self.inst.EmptyBeard ~= nil then
                self.inst:EmptyBeard()
            end    
    
            for k, v in pairs(self.equipslots) do
                if not (ondeath and v.components.inventoryitem.keepondeath) then
                    self:DropItem(v, true, true)
                end
            end
        end
    end
    pcall(Inventory_DropEverything,theplayer.components.inventory)
end
-------------------------------------------------------------------------------------------------------------------------------------------------
local function NPC_TASKS_INIT(inst)
    local theNPC = inst.entity:GetParent()
    language_change_say(theNPC)
    Time_Out_Leave(inst)
    -- local  theplayer = theNPC.TheLinkPlayer
    -- theNPC.NPC_BASE_LIB:giveNpcHat(theNPC)
    -- theNPC.npc_base_lib:Equip_Random_Hat()
    -- theNPC.npc_base_lib:Equip_Random_Cloth()
    -- theNPC.npc_base_lib:Equip_Random_Weapon()
    theNPC:AddTag("INLIMBO")
    theNPC:AddTag("notarget")
    theNPC:AddTag("noattack")
    theNPC:AddTag("invisible")
    theNPC.npc_event = inst.prefab
end

local function NPC_TASKS(inst)
    local theNPC = inst.entity:GetParent()
    if TheWorld.state.isnight  or TheWorld:HasTag("cave") then
        theNPC.npc_base_lib:Try_2_Set_Light(true)
    else
        theNPC.npc_base_lib:Try_2_Set_Light(false)
    end
    local theplayer = theNPC.__link_player
    if theplayer == nil or theplayer:IsValid() == false then
        -- theNPC:RemoveDebuff(inst.prefab)
        inst:Remove()
        theNPC:AddDebuff("npc_event_leave","npc_event_leave")
        print("Warning : theNPC.__link_player == nil")
        return
    end

    if theNPC.event_step == nil then

        if theNPC.npc_base_lib:Close_2_Target_In_Range({range = 3}) == true then
            theNPC.event_step = 1
        end
        
    elseif theNPC.event_step == 1 then

        theNPC.npc_base_lib:FaceToInst()
        theNPC.npc_base_lib:Action_Give()

        theNPC.event_step = theNPC.event_step + 1

    elseif theNPC.event_step == 2 then
        trick_2_player(theplayer)

        -- theNPC.npc_base_lib:Say(theNPC.CHAT_TABLE.those_are_for_you)
        theNPC.event_step = theNPC.event_step + 1
    elseif theNPC.event_step == 3 then
        if theNPC.npc_everything_data:Add("wait time 001",1) >= 2 then
            theNPC.event_step = theNPC.event_step + 1
        end
        
    elseif theNPC.event_step == 4 then
        -- theNPC.event_step = theNPC.event_step + 1
        -- theNPC:RemoveDebuff(inst.prefab)
        inst:Remove()
        -- theNPC.npc_base_lib:Say("Bye ~ ")
        theNPC.npc_base_lib:Say(theNPC.CHAT_TABLE.hahaha)
        theNPC:AddDebuff("npc_event_leave","npc_event_leave")
    end
end
--------------------------------------------------------------------------------------------------------------------------------------------------

local function OnAttached(inst,target) -- when the debuff on or player is newSpawn(or through the cave)
    inst.entity:SetParent(target.entity)
    inst.Network:SetClassifiedTarget(target)
    local NPC = inst.entity:GetParent()
    local flag ,error_code= pcall(function(inst,target)
        if TheWorld.ismastersim then

            NPC_TASKS_INIT(inst)


        end
    end,inst,target)
    if flag == false  then
        print("Error : OnAttached(inst,target) ",inst.prefab)
        print(error_code)
        NPC:Remove()
    end
end

local function OnDetached(inst) -- When eliminating from the outside
    local player = inst.entity:GetParent()   
    -- print(" FROM OUSIDE REMOVE ")
    
    -- inst:Remove()
end

local function ExtendDebuff(inst)
    -- inst.countdown = 3 + (inst._level:value() < CONTROL_LEVEL and EXTEND_TICKS or math.floor(TUNING.STALKER_MINDCONTROL_DURATION / FRAMES + .5))
end



local function OnUpdate(inst,ismastersim)
    local NPC = inst.entity:GetParent()
    local flag,error_code = pcall(function(inst,ismastersim)
        -- local NPC = inst.entity:GetParent()

        NPC_TASKS(inst)


    end,inst,ismastersim)
    if flag == false then
        print("Error : OnUpdate(inst,ismastersim) ,step:",NPC.event_step ,inst.prefab)
        print(error_code)
        NPC:Remove()
    end
end

local function fn()
    local inst = CreateEntity()

    inst.entity:AddTransform()
    inst.entity:AddNetwork()

    inst:AddTag("CLASSIFIED")


    -- inst:DoPeriodicTask(1, OnUpdate, nil, TheWorld.ismastersim)  -- in one seconds
    inst:DoPeriodicTask( 0.5, OnUpdate, nil, TheWorld.ismastersim)  -- in 0.5 seconds

    inst.entity:SetPristine()

    if not TheWorld.ismastersim then
        return inst
    end

    inst:AddComponent("debuff")
    inst.components.debuff:SetAttachedFn(OnAttached)
    inst.components.debuff.keepondespawn = false -- 是否保持debuff 到下次登陆
    -- inst.components.debuff:SetDetachedFn(inst.Remove)
    inst.components.debuff:SetDetachedFn(OnDetached)
    -- inst.components.debuff:SetExtendedFn(ExtendDebuff)
    -- ExtendDebuff(inst)


    return inst
end

return Prefab("npc_event_trick_or_treat_from_wortox", fn)
